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Fix behavior for hero bought in town tavern
This commit is contained in:
parent
18efde3b02
commit
c4cf2a100b
@ -579,6 +579,7 @@ void CTownHandler::loadBuilding(CTown * town, const std::string & stringID, cons
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auto * ret = new CBuilding();
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ret->bid = getMappedValue<BuildingID, std::string>(stringID, BuildingID::NONE, MappedKeys::BUILDING_NAMES_TO_TYPES, false);
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ret->subId = BuildingSubID::NONE;
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if(ret->bid == BuildingID::NONE && !source["id"].isNull())
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{
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@ -14,6 +14,7 @@
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#include "../CGeneralTextHandler.h"
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#include "../NetPacks.h"
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#include "../IGameCallback.h"
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#include "../CGameState.h"
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VCMI_LIB_NAMESPACE_BEGIN
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@ -284,12 +285,47 @@ void CTownBonus::applyBonuses(CGHeroInstance * h, const BonusList & bonuses) con
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town->addHeroToStructureVisitors(h, indexOnTV);
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}
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CTownRewardableBuilding::CTownRewardableBuilding(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown)
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CTownRewardableBuilding::CTownRewardableBuilding(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown, CRandomGenerator & rand)
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{
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bID = index;
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bType = subId;
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town = cgTown;
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indexOnTV = static_cast<si32>(town->bonusingBuildings.size());
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initObj(rand);
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}
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void CTownRewardableBuilding::initObj(CRandomGenerator & rand)
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{
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assert(town && town->town);
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town->town->buildings.at(bID)->rewardableObjectInfo.configureObject(configuration, rand);
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for(auto & rewardInfo : configuration.info)
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{
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for (auto & bonus : rewardInfo.reward.bonuses)
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{
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bonus.source = Bonus::TOWN_STRUCTURE;
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bonus.sid = bID;
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if (bonus.type == Bonus::MORALE)
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rewardInfo.reward.extraComponents.emplace_back(Component::EComponentType::MORALE, 0, bonus.val, 0);
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if (bonus.type == Bonus::LUCK)
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rewardInfo.reward.extraComponents.emplace_back(Component::EComponentType::LUCK, 0, bonus.val, 0);
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}
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}
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}
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void CTownRewardableBuilding::newTurn(CRandomGenerator & rand) const
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{
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if (configuration.resetParameters.period != 0 && cb->getDate(Date::DAY) > 1 && ((cb->getDate(Date::DAY)-1) % configuration.resetParameters.period) == 0)
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{
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if(configuration.resetParameters.rewards)
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{
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cb->setObjProperty(town->id, ObjProperty::REWARD_RANDOMIZE, indexOnTV);
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}
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if(configuration.resetParameters.visitors)
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{
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cb->setObjProperty(town->id, ObjProperty::REWARD_CLEARED, indexOnTV);
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cb->setObjProperty(town->id, ObjProperty::STRUCTURE_CLEAR_VISITORS, indexOnTV);
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}
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}
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}
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void CTownRewardableBuilding::setProperty(ui8 what, ui32 val)
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@ -299,12 +335,18 @@ void CTownRewardableBuilding::setProperty(ui8 what, ui32 val)
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case ObjProperty::VISITORS:
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visitors.insert(ObjectInstanceID(val));
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break;
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case ObjProperty::STRUCTURE_CLEAR_VISITORS:
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visitors.clear();
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break;
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case ObjProperty::REWARD_RANDOMIZE:
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//initObj(cb->gameState()->getRandomGenerator());
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initObj(cb->gameState()->getRandomGenerator());
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break;
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case ObjProperty::REWARD_SELECT:
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selectedReward = val;
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break;
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case ObjProperty::REWARD_CLEARED:
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onceVisitableObjectCleared = val;
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break;
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}
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}
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@ -355,7 +397,7 @@ bool CTownRewardableBuilding::wasVisitedBefore(const CGHeroInstance * contextHer
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case Rewardable::VISIT_UNLIMITED:
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return false;
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case Rewardable::VISIT_ONCE:
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return false; //not supported
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return onceVisitableObjectCleared;
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case Rewardable::VISIT_PLAYER:
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return false; //not supported
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case Rewardable::VISIT_BONUS:
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@ -439,19 +481,12 @@ void CTownRewardableBuilding::onHeroVisit(const CGHeroInstance *h) const
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grantRewardWithMessage(rewards.front());
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break;
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case Rewardable::SELECT_RANDOM: // give random
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//TODO: support
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//grantRewardWithMessage(*RandomGeneratorUtil::nextItem(rewards, cb->gameState()->getRandomGenerator()));
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grantRewardWithMessage(*RandomGeneratorUtil::nextItem(rewards, cb->gameState()->getRandomGenerator()));
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break;
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}
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break;
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}
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}
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/*if(getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT).empty())
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{
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ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_ADD_TEAM, id, h->id);
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cb->sendAndApply(&cov);
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}*/
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}
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else
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{
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@ -16,7 +16,7 @@
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VCMI_LIB_NAMESPACE_BEGIN
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class CGTownInstance;
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class CBuilding;
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class DLL_LINKAGE CGTownBuilding : public IObjectInterface
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{
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@ -110,6 +110,8 @@ class DLL_LINKAGE CTownRewardableBuilding : public CGTownBuilding, public Reward
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/// reward selected by player, no serialize
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ui16 selectedReward = 0;
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bool onceVisitableObjectCleared = false;
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std::set<ObjectInstanceID> visitors;
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bool wasVisitedBefore(const CGHeroInstance * contextHero) const;
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@ -120,19 +122,25 @@ public:
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void setProperty(ui8 what, ui32 val) override;
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void onHeroVisit(const CGHeroInstance * h) const override;
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void newTurn(CRandomGenerator & rand) const override;
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/// gives second part of reward after hero level-ups for proper granting of spells/mana
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void heroLevelUpDone(const CGHeroInstance *hero) const override;
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void initObj(CRandomGenerator & rand) override;
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/// applies player selection of reward
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void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
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CTownRewardableBuilding(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * TOWN);
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CTownRewardableBuilding(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * town, CRandomGenerator & rand);
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CTownRewardableBuilding() = default;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CGTownBuilding&>(*this);
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h & static_cast<Rewardable::Interface&>(*this);
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h & onceVisitableObjectCleared;
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h & visitors;
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}
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};
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@ -54,13 +54,13 @@ void CGTownInstance::setPropertyDer(ui8 what, ui32 val)
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switch (what)
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{
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case ObjProperty::STRUCTURE_ADD_VISITING_HERO:
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bonusingBuildings[val]->setProperty (ObjProperty::VISITORS, visitingHero->id.getNum());
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bonusingBuildings[val]->setProperty(ObjProperty::VISITORS, visitingHero->id.getNum());
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break;
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case ObjProperty::STRUCTURE_CLEAR_VISITORS:
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bonusingBuildings[val]->setProperty (ObjProperty::STRUCTURE_CLEAR_VISITORS, 0);
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bonusingBuildings[val]->setProperty(ObjProperty::STRUCTURE_CLEAR_VISITORS, 0);
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break;
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case ObjProperty::STRUCTURE_ADD_GARRISONED_HERO: //add garrisoned hero to visitors
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bonusingBuildings[val]->setProperty (ObjProperty::VISITORS, garrisonHero->id.getNum());
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bonusingBuildings[val]->setProperty(ObjProperty::VISITORS, garrisonHero->id.getNum());
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break;
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case ObjProperty::BONUS_VALUE_FIRST:
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bonusValue.first = val;
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@ -68,6 +68,12 @@ void CGTownInstance::setPropertyDer(ui8 what, ui32 val)
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case ObjProperty::BONUS_VALUE_SECOND:
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bonusValue.second = val;
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break;
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case ObjProperty::REWARD_RANDOMIZE:
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bonusingBuildings[val]->setProperty(ObjProperty::REWARD_RANDOMIZE, 0);
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break;
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case ObjProperty::REWARD_CLEARED:
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bonusingBuildings[val]->setProperty(ObjProperty::REWARD_CLEARED, false);
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break;
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}
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}
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CGTownInstance::EFortLevel CGTownInstance::fortLevel() const //0 - none, 1 - fort, 2 - citadel, 3 - castle
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@ -386,24 +392,7 @@ void CGTownInstance::addTownBonuses(CRandomGenerator & rand)
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bonusingBuildings.push_back(new COPWBonus(kvp.second->bid, kvp.second->subId, this));
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if(kvp.second->subId == BuildingSubID::CONFIGURABLE_REWARD)
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{
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auto * newBuilding = new CTownRewardableBuilding(kvp.second->bid, kvp.second->subId, this);
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kvp.second->rewardableObjectInfo.configureObject(newBuilding->configuration, rand);
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for(auto & rewardInfo : newBuilding->configuration.info)
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{
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for (auto & bonus : rewardInfo.reward.bonuses)
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{
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bonus.source = Bonus::TOWN_STRUCTURE;
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bonus.sid = kvp.second->bid;
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//TODO: bonus.description = object->getObjectName();
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if (bonus.type == Bonus::MORALE)
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rewardInfo.reward.extraComponents.emplace_back(Component::EComponentType::MORALE, 0, bonus.val, 0);
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if (bonus.type == Bonus::LUCK)
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rewardInfo.reward.extraComponents.emplace_back(Component::EComponentType::LUCK, 0, bonus.val, 0);
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}
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}
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bonusingBuildings.push_back(newBuilding);
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}
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bonusingBuildings.push_back(new CTownRewardableBuilding(kvp.second->bid, kvp.second->subId, this, rand));
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}
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}
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@ -514,72 +503,73 @@ void CGTownInstance::newTurn(CRandomGenerator & rand) const
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cb->setObjProperty (id, ObjProperty::BONUS_VALUE_FIRST, resID);
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cb->setObjProperty (id, ObjProperty::BONUS_VALUE_SECOND, resVal);
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}
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const auto * manaVortex = getBonusingBuilding(BuildingSubID::MANA_VORTEX);
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if (manaVortex != nullptr)
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for(const auto * manaVortex : getBonusingBuildings(BuildingSubID::MANA_VORTEX))
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cb->setObjProperty(id, ObjProperty::STRUCTURE_CLEAR_VISITORS, manaVortex->indexOnTV); //reset visitors for Mana Vortex
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//get Mana Vortex or Stables bonuses
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//same code is in the CGameHandler::buildStructure method
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if (visitingHero != nullptr)
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cb->visitCastleObjects(this, visitingHero);
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if (garrisonHero != nullptr)
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cb->visitCastleObjects(this, garrisonHero);
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if (tempOwner == PlayerColor::NEUTRAL) //garrison growth for neutral towns
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{
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std::vector<SlotID> nativeCrits; //slots
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for(const auto & elem : Slots())
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{
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std::vector<SlotID> nativeCrits; //slots
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for(const auto & elem : Slots())
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if (elem.second->type->getFaction() == subID) //native
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{
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if (elem.second->type->getFaction() == subID) //native
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{
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nativeCrits.push_back(elem.first); //collect matching slots
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}
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nativeCrits.push_back(elem.first); //collect matching slots
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}
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if(!nativeCrits.empty())
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}
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if(!nativeCrits.empty())
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{
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SlotID pos = *RandomGeneratorUtil::nextItem(nativeCrits, rand);
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StackLocation sl(this, pos);
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const CCreature *c = getCreature(pos);
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if (rand.nextInt(99) < 90 || c->upgrades.empty()) //increase number if no upgrade available
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{
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SlotID pos = *RandomGeneratorUtil::nextItem(nativeCrits, rand);
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StackLocation sl(this, pos);
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const CCreature *c = getCreature(pos);
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if (rand.nextInt(99) < 90 || c->upgrades.empty()) //increase number if no upgrade available
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{
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cb->changeStackCount(sl, c->getGrowth());
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}
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else //upgrade
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{
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cb->changeStackType(sl, VLC->creh->objects[*c->upgrades.begin()]);
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}
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cb->changeStackCount(sl, c->getGrowth());
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}
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if ((stacksCount() < GameConstants::ARMY_SIZE && rand.nextInt(99) < 25) || Slots().empty()) //add new stack
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else //upgrade
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{
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int i = rand.nextInt(std::min(GameConstants::CREATURES_PER_TOWN, cb->getDate(Date::MONTH) << 1) - 1);
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if (!town->creatures[i].empty())
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{
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CreatureID c = town->creatures[i][0];
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SlotID n;
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TQuantity count = creatureGrowth(i);
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if (!count) // no dwelling
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count = VLC->creh->objects[c]->getGrowth();
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{//no lower tiers or above current month
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if ((n = getSlotFor(c)).validSlot())
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{
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StackLocation sl(this, n);
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if (slotEmpty(n))
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cb->insertNewStack(sl, VLC->creh->objects[c], count);
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else //add to existing
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cb->changeStackCount(sl, count);
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}
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cb->changeStackType(sl, VLC->creh->objects[*c->upgrades.begin()]);
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}
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}
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if ((stacksCount() < GameConstants::ARMY_SIZE && rand.nextInt(99) < 25) || Slots().empty()) //add new stack
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{
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int i = rand.nextInt(std::min(GameConstants::CREATURES_PER_TOWN, cb->getDate(Date::MONTH) << 1) - 1);
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if (!town->creatures[i].empty())
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{
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CreatureID c = town->creatures[i][0];
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SlotID n;
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TQuantity count = creatureGrowth(i);
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if (!count) // no dwelling
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count = VLC->creh->objects[c]->getGrowth();
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{//no lower tiers or above current month
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if ((n = getSlotFor(c)).validSlot())
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{
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StackLocation sl(this, n);
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if (slotEmpty(n))
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cb->insertNewStack(sl, VLC->creh->objects[c], count);
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else //add to existing
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cb->changeStackCount(sl, count);
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}
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}
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}
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}
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}
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}
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for(const auto * rewardableBuilding : getBonusingBuildings(BuildingSubID::CONFIGURABLE_REWARD))
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rewardableBuilding->newTurn(rand);
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}
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/*
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int3 CGTownInstance::getSightCenter() const
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@ -832,7 +822,9 @@ void CGTownInstance::recreateBuildingsBonuses()
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void CGTownInstance::setVisitingHero(CGHeroInstance *h)
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{
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assert(!!visitingHero == !h);
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if(visitingHero.get() == h)
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return;
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if(h)
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{
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PlayerState *p = cb->gameState()->getPlayerState(h->tempOwner);
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@ -855,7 +847,9 @@ void CGTownInstance::setVisitingHero(CGHeroInstance *h)
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void CGTownInstance::setGarrisonedHero(CGHeroInstance *h)
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{
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assert(!!garrisonHero == !h);
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if(garrisonHero.get() == h)
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return;
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if(h)
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{
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PlayerState *p = cb->gameState()->getPlayerState(h->tempOwner);
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@ -933,14 +927,15 @@ const CArmedInstance * CGTownInstance::getUpperArmy() const
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return this;
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}
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const CGTownBuilding * CGTownInstance::getBonusingBuilding(BuildingSubID::EBuildingSubID subId) const
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std::vector<const CGTownBuilding *> CGTownInstance::getBonusingBuildings(BuildingSubID::EBuildingSubID subId) const
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{
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std::vector<const CGTownBuilding *> ret;
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for(auto * const building : bonusingBuildings)
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{
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if(building->getBuildingSubtype() == subId)
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return building;
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ret.push_back(building);
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}
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return nullptr;
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return ret;
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}
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@ -150,7 +150,7 @@ public:
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GrowthInfo getGrowthInfo(int level) const;
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bool hasFort() const;
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bool hasCapitol() const;
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const CGTownBuilding * getBonusingBuilding(BuildingSubID::EBuildingSubID subId) const;
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std::vector<const CGTownBuilding *> getBonusingBuildings(BuildingSubID::EBuildingSubID subId) const;
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bool hasBuiltSomeTradeBuilding() const;
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//checks if special building with type buildingID is constructed
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bool hasBuilt(BuildingSubID::EBuildingSubID buildingID) const;
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@ -4440,10 +4440,9 @@ bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor pl
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giveResource(player, EGameResID::GOLD, -GameConstants::HERO_GOLD_COST);
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if (t)
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if(t)
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{
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visitCastleObjects(t, nh);
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giveSpells (t,nh);
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objectVisited(t, nh);
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}
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return true;
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}
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